• Title/Summary/Keyword: 소셜네트워크

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A Study on Social Network Service and Online Social Capital : Focusing on a Korean and Chinese Case (소셜네트워크서비스와 온라인 사회적 자본 : 한국과 중국 사례를 중심으로)

  • Ko, Sang-Min;Hwang, Bo-Hwan;Ji, Yong-Gu
    • The Journal of Society for e-Business Studies
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    • v.15 no.1
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    • pp.103-118
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    • 2010
  • In the past, the existing Internet service was used to simply gather information and show, with the development of Web 2.0 where everyone is allowed to access and share information. Since the development of the concept and the technology of the Web 2.0, the users of Social Network Service (SNS) such as Facebook, MySpace, Youtube, Twitter, etc., have been increasing. In this study, we researched into the Social Capital formed by using SNS based on "Social Capital Theory." We constructed the survey to obtain the demographical information of the users, motive of using the SNS and the evaluation of the On-line Social Capital. The survey was aimed for the Korean and the Chinese. In addition, a multi-regression analysis was performed to explain the relationship between the function of Social Network Service and the Online Social Capital. The result of this study, presents a relationship between the Online Social Capital form and function of Social Network Service users. Therefore, the information obtained in this study can be applied when developing the service.

Design and Implementation of SNS-based Exhibition-related Contents Recommendation Service (SNS 기반 전시물 관련 콘텐츠 추천 서비스 설계 및 구현)

  • Seo, Yoon-Deuk;Ahn, Jin-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.95-101
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    • 2012
  • As the influence of social networking services across the societies becomes greatly higher, many of the domestic agencies are trying to communicate with users through the introduction of social networking services. In this paper, we present a reliable exhibition-related contents recommendation service to combine social networking service concept with the customized contents recommendation method we previously proposed. The proposed service may effectively and reliably recommend its users exhibition-related contents by exploiting their relationships in the social networks compared with the existing ones.

Social Network Games (SNG) to concentrate on the analysis of causes (소셜네트워크 게임(SNG)에 몰입하는 원인 분석 연구)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.445-453
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    • 2012
  • With the development of recent gaming industry in the production side of the game has expressed concern about. To avoid such generalizations about the diversification of the game for any effort is required. As an aspect of the game is that social networks are emerging. In particular, the element of commitment to targeting the public should not be in game development is an important factor in the liver. In this study, the analysis of previous studies on flow and Raph Koster fun theory is based on the theory extracted from the social network game cause flow through the case study is presented.

Extracting and Classifying User Questions to Develop Bidirectional Healthcare Q&A Services in an SNS Environment (SNS 환경에서 양방향 헬스케어 질의응답 서비스 개발을 위한 사용자 질문 추출 및 분류 방법 연구)

  • Oh, Kyo-Joong;Kim, Sung-Suk;Choi, Ho-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.198-201
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    • 2011
  • 본 연구는 현재 널리 사용되고 있는 소셜네트워크 속에서 일반 사용자들이 의료 도메인의 전문가들과 쉽게 질문과 응답을 주고 받을 수 있게 해주는 서비스 개발을 위한 기초 연구로써, 사용자의 문서를 분석하여 질문을 추출해 내고 어떤 의료 도메인에 해당하는 질문인지 분류하는 연구이다. 한글로 구성된 문서 속에서 질문에 해당하는 형태소 분석 방법을 이용하야 질문을 추출을 한 다음 질문 속의 단어 들을 분석하여 KORLEX를 이용한 단어간의 관계성을 분석하여 도메인을 분류하는 작업을 거친다. 또한 본 연구는 텍스트마이닝 기법과 인공지능의 분류 기법을 응용하여 소셜네트워크 속에서 질문과 응답을 분석하여, 의료 도메인의 전문가들이 볼 수 있게 함으로써, 소셜네트워크를 이용한 양방향의 질의응답 서비스를 제공 한다. 이 같은 양방향 질의응답 서비스를 통해 헬스케어 및 의료 관리 서비스를 받을 수 있다. 본 논문은 소셜네트워크 상에서 사용자들이 올린 헬스케어에 관련된 질문들을 추출하고 분류해 주는 과정에 한정하여 진행된 결과를 기술한다.

Design and Implementation of Android-based Cooperative Learning System using Social Network Service (소셜네트워크 서비스를 활용한 안드로이드기반 협동학습시스템 설계 및 구현)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.71-79
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    • 2011
  • We designed and implemented a cooperative learning system using social network service which can be utilized on a smart phone for users to read each other's posting once they upload posting and to give feedback concerning the posting in real time without the need for accessing a relevant website, through the installation of a necessary application which makes it possible for learners to interact at any time in any place on a smart phone. The developed program is used as an intermediate tool for real-time communications so as to aid in solving the task of learners, and it was made to boost academic achievement as well as interest in learning through real-time interactions and feedback. Furthermore, the program was designed in such a way that an instructor actually helps learners by closely identifying their levels based on accumulated data.

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A Study of Cyber Medicine Guider based on Smart Phone using Medicine Semantic Social Network and Image Matching (의약품 시맨틱 소셜네트워크와 이미지 매칭을 이용한 스마트폰 기반의 Cyber Medicine Guider 연구)

  • Kim, su-kyoung;Ahn, ki-hong
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.64-66
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    • 2010
  • 본 연구는 모바일 플랫폼 기반의 서비스 콘텐츠 제공을 위해 온톨로지와 텍스트 마이닝 및 소셜 네트워크기술을 융합한 시맨틱 소셜 네트워크 기술과 이미지 매칭 기술을 이용하여 주변의 의약품에 대한 정확한 정보를 획득하고 이를 사용자의 병증에 적용할 수 있는지에 대한 지식을 제공하고 스마트폰의 아바타와 컴퓨터 기반 대화를 진행하여 사용자의 병증에 대한 가진단을 제공하는 Cyber Medicine Guider를 연구하여 스마트폰 플랫폼 기반의 서비스 지향적 지능형 컨텐츠의 가능성을 제시하고자 한다.

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An Expert Recommendation System using Ontology-based Social Network Analysis (온톨로지 기반 소설 네트워크 분석을 이용한 전문가 추천 시스템)

  • Park, Sang-Won;Choi, Eun-Jeong;Park, Min-Su;Kim, Jeong-Gyu;Seo, Eun-Seok;Park, Young-Tack
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.5
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    • pp.390-394
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    • 2009
  • The semantic web-based social network is highly useful in a variety of areas. In this paper we make diverse analyses of the FOAF-based social network, and propose an expert recommendation system. This system presents useful method of ontology-based social network using SparQL, RDFS inference, and visualization tools. Then we apply it to real social network in order to make various analyses of centrality, small world, scale free, etc. Moreover, our system suggests method for analysis of an expert on specific field. We expect such method to be utilized in multifarious areas - marketing, group administration, knowledge management system, and so on.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

The Effect of Project Based Learning(PBL) Application Using Social Networks on Problem Solving Ability of Occupational Therapy Students (소셜네트워크를 활용한 프로젝트기반학습(PBL) 적용이 작업치료과 대학생의 문제해결능력에 미치는 영향)

  • Lee, Na-Yun;Park, Ju-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.57-65
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    • 2020
  • The purpose of this study is to analyze the problem solving ability of occupational therapy students by applying PBL classes using social networks. Data were collected from 35 students in the third year of occupational therapy at K University from March to June 2019. The results were as follows: First, PBL application using social networks showed a significant improvement in problem solving ability. Seconds, there was a significant difference in problem solving ability according to the preference of mobile device use and major satisfaction. Therefore, as a learning tool for improving the problem-solving ability of occupational therapy students, we proposed a way to increase satisfaction with learning by activating PBL using social networks.

Hierarchical Visualization of Cloud-Based Social Network Service Using Fuzzy (퍼지를 이용한 클라우드 기반의 소셜 네트워크 서비스 계층적 시각화)

  • Park, Sun;Kim, Yong-Il;Lee, Seong Ro
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.7
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    • pp.501-511
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    • 2013
  • Recently, the visualization method of social network service have been only focusing on presentation of visualizing network data, which the methods do not consider an efficient processing speed and computational complexity for increasing at the ratio of arithmetical of a big data regarding social networks. This paper proposes a cloud based on visualization method to visualize a user focused hierarchy relationship between user's nodes on social network. The proposed method can intuitionally understand the user's social relationship since the method uses fuzzy to represent a hierarchical relationship of user nodes of social network. It also can easily identify a key role relationship of users on social network. In addition, the method uses hadoop and hive based on cloud for distributed parallel processing of visualization algorithm, which it can expedite the big data of social network.